precision highp float;
varying vec2 v_TexCoords;
uniform sampler2D uTexture;
uniform float uTime;
void main() {
	vec2 p = -1.0 + 2.0 * v_TexCoords;
	float len = length(p);
	vec2 uv = v_TexCoords + (p / len) * cos(len * 12.0 - uTime * 4.0) * 0.01;
	vec3 col = texture2D(uTexture, uv).xyz;
	gl_FragColor = vec4(col, 1.0);
}
